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Found 41 results

  1. Matt_E

    Christmas in July at Old Bones

    We are participating in DriveThruRPG's annual sale, so stock up now and save 25%. Hey, only two products are behind a paywall anyhow, but now's your chance. http://www.drivethrurpg.com/browse/pub/10499/Old-Bones-Publishing I regret that the timing was not better for the release of Savage Swords Against the Necromancer. We are still on track for the end of the month, though. It won't be too much, I promise.
  2. Matt_E

    Interludes: Homecoming

    For your delectation... http://www.drivethrurpg.com/product/235 ... Homecoming Some notes: * As mentioned, this is nearly a scenario, depending on how much work you have already done in establishing backstories and world building. * Beyond base Mythras, for gameplay this is nearly totally compatible with Classic Fantasy, I think. The only things missing are the Class aspects of the NPCs, but they should be fairly obvious.
  3. Sean_RDP

    Announcing Q2100 Adventures!

    So aside from seeing some work for Skae, Runed Worlds, and Q21 system in general, we are pleased to announce... Q2100 Adventures! These adventures will be generic fantasy set in no particular world or trope. Although they will use the Q21 d100 system, the adventures will be written to allow easy conversion to other d100 systems (or other fantasy systems) as players wish. Q2101 The Curse of Gharmanta Gharmanta is a prosperous trade town on the edge of a desert, the last stop before leaving the great southern kingdoms and heading into the northern forests. Kings once ruled mighty kingdoms from here, but those are days long past. Now the folk of Gharmanta live in comfort and enjoy the good will of their neighbors. At least until two seasons ago. Sick herds and tragic deaths now plague the town and nearby rulers demand Queen Arranna purge whatever sickness ails this place or their armies will do the purging instead. Do the answers to Gharmanta's woes lay in sabotage and politics or are there older and darker forces at work?
  4. Sean_RDP

    Generic D100 Adventures

    So other systems (no names!) work well for generic adventures you can plop into any setting. And over the years there have been plenty of generic adventures. I am writing some small adventures for the DM's Guild and will be putting out a free add on with d100 stats (as generic as possible or using my own Q21 version, likely the latter). So I got to thinking is there an audience for generic d100 fantasy and sf adventures? Things that are small, can be run in 2 hours or so, a game in a night. I can see a few upsides of course, but the downsides as I see them: Quality - I personally write pretty quick and for myself, think I could put out quality. But doing them small and fast could definitely erode quality Legality - On firm ground with being setting neutral, but how generic does one have to be to avoid issues? As I mention, the most likely idea would be to use my own Quest21 with the appropriate OGL documentation. However, that leads to... Conversion - People would have to do some conversion to their favorite d100 system. If you are paying $2 for an electronic product, then is a conversion a big deal? I mean most of us convert adventures anyway. Style - I know for myself, generally, I am in a different mindset when designing or playing a d100 game versus a D&D style game. I do not necessarily do a dungeon thing, which many of these adventures are. Additionally, there is the deadliness factor. So I am curious what others think?
  5. SAVAGE SWORDS AGAINST THE NECROMANCER is here!http://www.drivethrurpg.com/product/225 ... ecromancerhttp://www.drivethrurpg.com/product/225 ... REE-TASTERGet it now, while it's on sale for Halloween! One hot night in the City of a Thousand Vices, the fates of three strangers become intertwined, as two chases, a kidnapping, and a hunt for fabled treasure fuse and transform into a mission to save...everyone. For as wicked as the denizens of Tozer may be, they pale in comparison to the sorcerer Oto Xar and the disciples of Gish. Come, weave a tale of blood-spattered heroes who pit rippling muscles and keen blades against otherworldly vengeance an eon in the making! SAVAGE SWORDS AGAINST THE NECROMANCER is a reverent homage, meant to recreate the wonder and excitement of the weird tales that became popular in the pulp magazines of the 1930s. These stories of brawny warriors, black magic, and terrible monsters established the genre that later was dubbed Sword and Sorcery. Definitive examples of this literary style are the tales of Conan the Barbarian by Robert E. Howard. Considering the zeitgeist and Howard’s relationship with H. P. Lovecraft, it is not surprising that elements of Cosmic Horror sometimes appear in Sword and Sorcery fiction, and likewise in this adventure. SAVAGE SWORDS AGAINST THE NECROMANCER has been designed as a one-shot adventure full of danger and mayhem, for a long weekend or perhaps tournament play, but also should be easy to integrate into an existing campaign. It is intended for three or four player characters; three sample adventurers are included, for an instant start. Mechanical details have been constructed using the MYTHRAS game system from The Design Mechanism, and the write-up should translate well to other d100-style rules. This adventure should be suitable for players of any experience level, including those trying MYTHRAS for the first time. OLD BONES PUBLISHING strives to provide high-quality writing in a stylish, minimalistic presentation. Thanks for your interest!
  6. GUIDE TO THE GALACTIC FRONTIER RPG Revolution D100 system Teaser 1 Teaser 2 Visit our Facebook Page for a sneak peek
  7. It is twenty years after the end of the global wars. Our world lies in ruin. Once-great cities are now nothing more than shattered hulks populated with bioengineered soldiers, giant rats, and rogue robots. This is the world of Rubble & Ruin, a setting inspired by the classic post-apocalyptic fiction of the 1970's and 80's, where players take the role of prospectors searching the rubble for surviving technology. Here you'll find a description of the ruined city and its denizens, a bestiary, information on hostile elements, common trade goods, and sample gangs. Character generation includes six cultures, seven new races, and a section for biomodifications, cybernetics, nano-psionics, and dozens of new failings. Spot Rules for barter, firearms, the building of and fighting from cars, and the prospector’s best friend; the common dog. Also includes two full-length adventures. By Rich LeDuc. 130 pages. Published by Chaosium April 2010.
  8. Check out A Clockwork of Orange: The Heydelberg Horror, now available from Drivethru in print and PDF formats. 1610. All of Europe teeters on the brink of war. Religious and political factions manoeuvre for advantage. In the scramble for power, lost knowledge is brought to light, and discoveries from the New World change our conceptions of reality. But there are some things man was not meant to know… The Heydelberg Horror is the first part of a new campaign for Clockwork & Cthulhu. A Clockwork of Orange will take the agents of the Karolinium in Prague across Europe to the dark secret at the heart of the Holy Roman Empire. Requires the Clockwork & Chivalry Core Rulebook, 2nd Edition. http://www.drivethrurpg.com/product/208684/The-Heydelberg-Horror?src=hottest_filtered
  9. Matt_E

    Guidelines: Setting Up Tasks

    Guidelines: Setting Up Tasks http://www.drivethrurpg.com/product/207768/Guidelines-Setting-Up-Tasks This game aid presents advice for using the Task mechanic in the MYTHRAS gaming system. Although the rules as written are clear, some of the statistical ramifications for multiple skill checks are subtle, and deserve close consideration. Spurred by a discussion at The Design Mechanism’s online forum, Setting Up Tasks is meant to be a handy reference for constructing meaningful Task challenges in scenarios. A suitably defined Task speeds play and promotes drama by presenting well-defined outcomes—without unintended consequences. The discussion herein is offered to help the Games Master avoid pitfalls and bring an imagined scene to life, with minimal guesswork. To be clear, Setting Up Tasks has been crafted specifically for the MYTHRAS gaming system. Any compatibility with other systems is fortuitous. You may find some inspiration here, though. You are free to use this material in your personal gaming pursuits, for fun. If you use it to build a scenario or other product for publication, please consider giving due credit. You are welcome to write to old.bones.publishing@gmail.com concerning the best form of attribution for your purpose. Guidelines: Setting Up Tasks is offered as Pay What You Want. If you like it, please consider leaving a tip, but in any case it's yours for the taking. Happy gaming! OLD BONES PUBLISHING strives to provide high-quality writing in a stylish, minimalistic presentation. Thanks for your interest! Please direct any question or feedback to old.bones.publishing@gmail.com.
  10. The AEON:engine™ trademark applies to a number of related D100 games. These grew out of the now obsolete AEONS™ and GLYPHMASTER™ projects.GLYPHMASTER™ will have lost its raison d'être once Chaosium re-issues RQ2 in all its glorious glory and is no longer an active project. AEONS™ has moved a long way away from its RQ2/BRP roots and is now being developed privately by myself and another writer as AEON:core™. This is clearly part of the D100 family, and some of you may note a certain similarity to a favourite boxed set of mine as well as the former AEONS™ D100 playtest rules.The AEON:engine™ family is just my name for projects using the A:c rules. However, the idea is that AEON:engine™ books will be internally consistent right throughout the family, so bits can be used across genres without any modification at all. I should also point out that AEON:core™ has been de-linked from the OGL entirely, and is not in any way based on the text from the MRQ1 SRD or my D100II SRD. However, there will be a simple (and free) licence. AEON:core™ is a basic, stripped-down quickstart role-playing system for gaming in any period (no science fiction or fantasy). AEON:engine™ is the collective name for stand-alone games using AEON:core™. AEON:mageworld™ applies the rules of AEON:core™ to a Germano-Celtic fantasy setting, the Western Isles. AEON:gateworld™ uses the rules of AEON:core™ to model a science fiction setting.
  11. Matt_E

    SECRETS OF BLOOD ROCK IS HERE.

    http://www.drivethrurpg.com/product/198941/Secrets-of-Blood-Rock--FREE-TASTER http://www.drivethrurpg.com/product/198942/Secrets-of-Blood-Rock In the northwestern reaches of The Vale rises an odd mountain of dappled red and grey stone. Maps call this place Pied Peak, but in the nearby town of Crafton it is known as Blood Rock. That name is shared by the village on the mountain, a quiet settlement with an unsettling ambience, and a dubious history. Days ago a well known peddler returned breathless and pale from that isolated hamlet, bearing a tale of mystery and woe. Villagers are disappearing without a trace. A patrol was dispatched to investigate, but no report has been received. Even the normally calm Lord Reval is concerned. Someone must act—now. Winter comes early to these parts, and who knows what might happen next? SECRETS OF BLOOD ROCK is a MYTHRAS fantasy/horror adventure set in The Realm, as are Book of Quests and Hessaret’s Treasure. Those supplements present useful background information for this setting, but are not required. This standalone investigation of the weird and terrible is designed to be integrated easily with your existing fantasy campaign. It is intended to offer at least three sessions of play and probably more, depending on your group's style and the decisions of the players. It can serve as either a long adventure, or a story arc within a larger campaign. In TV terms, it is a miniseries: more than a regular-length movie or two-part episode, but less than a full season. This scenario’s structure calls for both “linear” and “sandbox” styles of play, at different points. The beginning presents a traditional setup, with numerous hooks for seamless connections to character backstories and motivations. The main part calls for an investigation, turning the players loose with many choices about what to do next. Those decisions still occur within the framework of the larger plot, though, which funnels back into a structured climax. This is meant to promote roleplaying, creativity, and player autonomy, while maintaining a clear, resolved, and manageable storyline for the Games Master. SECRETS OF BLOOD ROCK is designed for four to eight characters run by experienced players. Running fewer than four adventurers is not recommended, and the Games Master is encouraged to use as many of the non-player characters as desired to round out the party. The numbers of allies and adversaries are strongly adjustable. Any type of character might prove useful on this adventure, and variety makes for a strong group. Rest assured, there will be violence, so physical prowess is welcome, but the central investigative aspect means that players who formulate a party without social skills do so at their peril. Still not sure about this one? Download the FREE TASTER for a bit more--but beware of spoilers! OLD BONES PUBLISHING strives to provide high-quality writing in a stylish, minimalistic presentation. Thanks for your interest! Please direct any question or feedback to old.bones.publishing@gmail.com. Please do check it out, and leave a review at DTRPG. Happy gaming!
  12. Matt_E

    BROCH GRODDATH IS HERE.

    BROCH GRODDATH A Mythras adventure by Matthew Eager The adventurers are hired to find an unusual object that is believed to be among the collections of a strange, disgraced family, in a great home that is shunned. The item is indeed there, as are clues about the family and its fall...and worse things... BROCH GRODDATH is a “haunted house” scenario, with its own defining twists. Its key features are creepy atmosphere, disorientation, and horror. It touches on several genres and themes, including Low Fantasy, Sword and Sorcery, Cosmic Horror, and Dungeon Crawling. A fantasy milieu is assumed, but with moderate changes it could be played in a modern Lovecraftian setting. This is intended as a one-shot adventure, to be dropped into an existing campaign, without larger implications (unless desired). Probably two sessions are needed to play it out. The scenario is written for four adventurers, but three or five should be fine. Four sample characters are included, for an instant start to a weekend’s fun. Mechanical details have been constructed using the Mythras game system from The Design Mechanism. The write-up should translate well to other d100-style rules (and still other systems, with more work). There are plenty of points for adaptation, to make this adventure unique to your game. What will your BROCH GRODDATH be like? Download the FREE TASTER and start plotting… http://www.drivethrurpg.com/product/193 ... s_id=10499
  13. That's right folks! Need to get over the winter slump? Then pick up Eternity Realms for 50% off! A dynamic d100 system that offers non-class related hp and attack action increases as well all new magics! Be sure to get it here before the sale runs out!
  14. No statistic has been as ill defined from the very beginning of role playing as the Charisma stat. I think this is true for most games. In some ways I imagine it derived from "leadership" scores that many units or generals have in table top war games. I do not know this for sure of course, but I surmise this was the case. No one seemed to use it correctly and at least early on among the games I played it lacked real emphasis in design. When I began playing Runequest and found that the role playing stat had been replaced with an appearance stat and now I could role play however I wanted, I was quite pleased. It held a great deal of appeal to me. To say that many years later when I noted CHA creeping into d100 games, I was a bit baffled.Why was this happening? Why were designers making this choice for a stat no one cared about before anyway. Was it the sudden use in d20 games, which revived CHA as a meaningful stat? Despite my confusion, I was forced to reconsider some kind of stat that encompassed an element of personality and decided that personality was just what I was looking for. In Q21, PER / Personality is an important stat. It is a measure of force of personality and presence of the character. How the character chooses to use this depends on what skills that they choose.Those skills are listed under Communication skills. But what about appearance? On the one hand no one can help the face they are born with and we have to make the most of it. Often a strong personality overcomes societal preferences, but is there something useful in having an actual appearance stat? I do not want to put in a stat to just have one and I want to not be on the fence about it.Right now Q21 does not have any appearance stat and I am not inclined to add it in, even though I have a great deal of nostalgia for it.
  15. RosenMcStern

    A Revolution for D100

    BRACE YOURSELVES, D100 IS COMINGAll things living change and evolve. Life demands growth and evolution. If you do not experience change, you are like dead (although Strange Aeons might fix even this problem). As we are not eager to wait for Strange Aeons to come, it is time for us to experience change. For the last few years, Alephtar Games has produced various supplements and accessories for role-playing games in the English language, some of which greatly appreciated by the public. However, none of these products was usable alone and all required other products (game systems) published by top quality game makers which licensed their trademarks to us. This restriction is no longer compatible with our business plans. Particularly when almost all products we offer in other languages are of the stand-alone type. Therefore, Alephtar Games wishes to step on and take full responsibility for the game system that its English language products use. As our publishing experience is mostly based on percentile systems, we will follow the road we know the best. In autumn 2015, Alephtar Games will crowdfund and launch its own d100-based roleplaying game. The provisional name for the system is RevolutionD100 – but it might change during the beta test phase. We hope that our existing customers will appreciate the new possibilities that this opens for us and for them. What will be in the game? A new way of using percentile dice, with levels of success and opposed rolls but without any calculations.A streamlined system to run everything significant as a conflict, with simple rules that resemble those of classic RPG combat.A neat and simple way to differentiate the role of stats and skill. No direct skill/stat interaction, yet both have a major role in any conflict.Basic combat that runs like any other conflict, for those games where violence is not the focus.Optional advanced combat with a deep level of detail, yet still based on the same principles. These are some features of advanced combat:Seamless transition from non-combat to combat: achievements and penalties from other adventures carry over to combat as penalties for player characters or the opposition.A fatigue system that actually works in combat (okay, you will have to see this to believe it…)A new hit location system with an adjustable level of complexity. Roll the die you like!Combat effects! An entirely (well, almost) new list!Simple implementation of combat stunts.Do-it-yourself system to determine your weapons stats. For all of you compulsive rule-tinkerers!Inserts that allow you to “fall back” to more classic rules as defined in other OGL percentile-based games. While the game will be original and self-contained, you can choose to skip most of the innovative parts and use a classic approach taken from a similar ruleset. You will still need a copy of the other game, of course.Open Game License that allows you to create and publish your own homebrew version of the game.No default setting. Most supplements produced by Alephtar Games are of the Historical Fantasy genre. We will make sure that you can use them as a starter, so that a first choice of settings is immediately available, at least for our most faithful customers.Publishing format A free, public System Reference Document (SRD) that acts both as a reference for play and as a free gateway to the game system for those who want to learn about it before purchasing.A standard printed edition, which contains the rules found in the SRD, some extra gaming hints and the “Fallback” inserts that will help you hybridize it with other rules.A commercial PDF edition equivalent to the printed edition.Roadmap to publication September 2015: launch of the crowdfundingOctober 2015: beta test document sent to backers for public playtestAutumn 2015: public beta test among backers (can you miss it?)January 2016: consolidation of the SRDSpring 2016: delivery of the full game, in print and PDF
  16. Hey all! As a short kind of intro into Eternity Realms I'm publishing short one monster pieces until the release. The first is the Stone Juggernaut, a usually peaceful herbivore but whose hide makes for valuable armour. Get it here!!!
  17. Version

    929 downloads

    These combat tables contain BRP conversions of the smallarms and light support weapons from Striker! Book 3 for Classic Traveller, plus a little rule that reconciles armour penetration with bullet damage. You will need to look at the original books for descriptions of the weapons, because we don't want any copyright problems here ... Or you could use a bit of common sense (they're not completely fictional weapons after all). Or look them up in the Mongoose Traveller rules or the MGT SRD.
  18. Vile

    QUEST.n-Cover.jpg

    © Dreamscape Design © 2015

  19. Alex Greene

    The Blood Path - Preview

    Version v.1.2.

    181 downloads

    A preview of The Blood Path, an orcish adventure for Mongoose Legend by Alex Greene. This preview comes from the DriveThruPG site.
  20. So, from what I understand, Warhammer Fantasy Roleplay (1e & 2e) is some kind of RuneQuest derivative. And Warhammer 40K Roleplaying is a Warhammer Fantasy Roleplay derivative. Has anyone tried lifting some of that stuff and using it in a RQ or MW or other type of BRP game? I haven't tried it or looked into it much yet, but it just occurred to me that there may be some decent cross-compatibility there. I know character advancement is quite different (particularly in 40k), but some of the other stuff might be more useful in a d100 game. I dont know if HP are on the same scale, but if they are, that gives you access to the weapons; and vehicles are probably the easiest thing to port in. I would suspect that you may be able to just pick up the adversaries and use them, as well. Plus, you might be able to import and use their talents/feats/whatever you want to call them in a way that is compatible with Legend's legendary abilities or blood tide's stunts. Just a thought.
  21. Since we still lack a general d100/brp board, and instead only have boards for specific game lines, I had to pick somewhere to put this. Ghosts of Albion/Buffy the Vampire Slayer (Cinematic Unisystem) has an interesting magic system; basically: You know individual spells. Spells are designed following a set of rules, rather than pulled from a published list (In fact, IIRC the book doesn't include any pre-built spells) You make a skill roll to cast spells. More powerful spells are more difficult to cast Complete Failure: Nothing Happens Partial Failure: You fail to control/direct the magical energies conjured. Roll on a table of spell backfire effects, ranging from getting lucky and the spell still working, the spell happening late, to being less effective, to hitting the wrong target, to the caster getting burned in the process of casting the spell, to completely unintended magical effects. Casting (most kinds of) spells causes fatigue. Fatigue gives you penalties on future spellcasting rolls. Characters can have a Magic Threshold, which gives you a power level of spell you can just cast indefinitely without taking fatigue. There's a system for multiple casters collaborating. Magic spells often have longer casting times based on their power(multiple rounds), but those casting times can be incrementally reduced all the way down to a single action. The degree of success on a spellcasting roll can be used to apply metamagic effects (increase range, duration, etc) to your spell on the fly. You can do things to get situational modifiers (such as longer casting time) to make spellcasting easier. Theoretically anyone can cast spells (using the occult knowledge skill), albeit not with reduced casting times, or from memory. Is there a magic system anything like that in any variety of d100/brp? It's my favorite magic system, but I'm just not that big of a fan of the rest of unisystem these days; it's a bit too World of Darkness for me.
  22. Aces High is a mythical western supplement. It’s a different time, a time where violence is an everyday occurrence on the frontier of Civilization. A time of six gun shoot outs, red skins on the war path, dying cowboys under a desert sun. A time where the people drag a living from the land of dreams. Violence is an everyday occurrence on the frontier of Civilization. Dust swirls around a crimson sun, reminding every one of their possible success, telling them of their mortality. Prospectors are raping the hills for precious metals; dumping their waste in the fresh, clear rivers. Buffalo hunters slaughter vast herds of buffalo for their valuable pelts, leaving a wake of rotting carcasses, a mountain of bone and skulls. The Law can barely cope, as lynch mobs leave cadavers hanging from the trees. The Redskins fight for their very existence, caught between death and degradation. The old powers cannot compete with the new power from the East. By Stuart Godbolt. 112 pages. Published by Chaosium March 2009.
  23. The year is 1092 in the Age of Itania. King Girart of Mirensa, villified as the killer of children, schemes to bring the Nine Kingdoms under his crown while Safiro of Tivonna engages magi and spies to thwart Girart's ambition. Mad King Bertrant of Ossirenza bears the burden to defend the lands of Men against marauding Krek even as his galleys war on Tivonnan ships to satisfy his raging temperament. In the wild North the rangers, always outnumbered, battle the depredations of ruthless Kyaksa tribesmen who strike from mountain strongholds. In the steppes to the east the Solok tribes battle each other to satisfy the blood-lust of their gods and raid the West for its riches. The Vashaniin, an ancient and prideful people, spurn involvement in the affairs of Men while they prepare for the coming of a threat more dire than any of the petty squabbles of the West - an enemy that even now may be probing the defenses of the gray walls of the mountains of the Eastern Divide. By James Brian King. 136 pages. Published November 2010 by Chaosium. TarsaPreview.pdf
  24. The village wise-woman creating herbal mixtures to cure her neighbours of the latest plague to curse their homes, the crone who disguises herself as a beautiful young woman to entice men to their doom, the travelling warlock who trades in potions and talismans which may or may not be truly magical. These are all examples of witches; men and women for whom witchcraft is an art and a profession. Within this monograph you will find new spells common to witches, rules for brewing magic potions and rules for creating talismans - a new kind of one-shot magic item in which the witch invests a portion of their soul for a short time. There are also descriptions of various witches’ organisations, and optional allegiance rules for flavouring magic ‘black’ or ‘white’. BRP: Witchcraft is a monograph best suited to Dark Ages, High Medieval, High Fantasy, Arabian Nights and Renaissance settings. However, there is nothing to stop you playing a modern witch selling magic potions under the table at a local diner or an apocalypse survivor rediscovering the old ways. By Byron Alexander. 76 pages. Published by Chaosium December 2010.
  25. This scenario/sourcebook features two open and non-linear adventures and information about the city-state of Miraz and the setting of the Shattered Lands. It is an epic self-contained mini-campaign that is designed to be picked up and played, or be a mine of ideas for a Gamesmaster looking to adapt it to his/her own campaign. Miraz the Golden sees itself as inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace, as the victims of the plague shuffle round the streets as newly-risen zombies. While his heirs fight amongst themselves to see who will succeed their father, once he is toppled by the rebellion that is fermenting in the streets.Into this madness step the beginning adventurers, out to make a fortune and a name for themselves. A Travellers Guide to the Shattered Lands: A brief overview of the setting with Cults and example character concepts. Enough for a GM to use the setting without clipping the wings of inspiration. Dead Pot Country: Enter the ancient ruins of the River Valley Civilization in search of a missing Merchant. Life and Death: Journey to the tyrannical city of Miraz and stop the plague of Undeath that afflicts it. Six Pregenerated characters: So you can pick up and play. “One day this city will have to choose between Life and Death” The Prophet, before being taken to his execution one hundred years ago in the city state of Miraz. By Newt Newport. 100 pages. Published by D101 Games November 2010.
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